I’m trying to render a scene using the movie render queue. All went well until I looked at my final render and noticed some of the textures would suddenly popping into more detail which is very jarring.
I tired using LODszero in the Game Overrider settings as well as changing Texture Streaming to “Fully Load Used Textures”. This is when I noticed the issues is present when inspecting the static mesh.
The static mesh is set to use Nanite Support and I do have Virtual Textures and Substrate enabled in the project settings.
Considering that Nanite Support is enabled, the feature will constantly update your geo account according to distance/render.
If you wish for the textures/geo to remain consistent in this particular asset, I would suggest either experimenting with its precision settings (related documentation can be found here), or disabling Nanite for it, and using regular LOD settings.